"The Government has issued a contract for the creation of the new line of combat planes
that are to be the standard for the near future. Two rivalling companies, Red Aerospace
and Blue Aviation, are now battling for the contract.
After many months of lawsuits, legal actions and speculation, the The Government has
decided to let both companies create a prototype, and has given advanced funding to both.
At the end of the deadline, both prototypes will be analyzed and the best one fully produced,
giving it's parent company will recieve the funding of a gazillion dollars for it.
Unfortunately, the production must be carried out in a secret location, and both companies
have been given one half of the terrain to estabilish their facilities. After many months
of hard work, espionage and peeking over the walls, they each have their own prototype ready
ahead of time. They could use this extra time to make their plane better, but stealing the
opponent's blueprints and sabotaging their planes seems like a better option.

And so their facilities have became a warzone."

Map description

ctf_aerospace is a medium sized capture the flag map with emphasis in speed, team dynamics and acessible intel. Each base has a hangar with a "tower" in the back, where the Intel is located in the third floor. The Hangar and Intel room have plenty of different infiltration points so a very strong defense must be set up to prevent the enemy from getting to your Intel. The team must coordinate the attack and defense patterns to surprize the enemy and gain the upper hand.

I hope you have fun with this map. Just watch out for the pits in the caves and you should be OK.

Changelog

From beta 2 to beta 3

Removed the collision for the hangar cables holding the platforms

Added various pick-ups around the map according to the following list:
---- Large Ammo crate on the raised platform in the cave
---- Medium Ammo and Health pack on the back of each base
---- Small Ammo and Health pack in the middle of the wooden walkway in front of the cave entrance
---- Added a medium ammo pack in front of the tires outside the hangar
---- Upgraded the small ammo pack on top of the hangars to a medium one

Added playerclips to the edge of the cave pits to prevent "sliding" in the pits of death

Added playerclips to the crystal areas in the base to prevent getting stuck

Completely reworked the inside of the hangar so that it's less cluttered and confusing

Added the waterfall sounds (I removed them by accident)

Added playerclips to all stairs to prevent bumping

Added a nobuild area to the waterfall platform

Raised the stalagmites so you don't bump your head on them

Made the rocks on top of the blue hangar solid

Fixed the Red base skywalking

Tweaked the redbaron model to improve performance

Fixed the place behind the waterfall where a player could get stuck

Fixed the place by the trees where a player could get stuck

Added unbreakable glass to the last window of the side top row on the intel room

Miscellaneous graphics fixes and improvements

From beta 1 to beta 2

Significantly reduced the map size to keep the gameplay focused.

Changed the small medkit on top of Red hangar to a medium one, balancing out with the blue side.

Better lightning around the hangar and intelligence room.

Moved the intelligence room wall lamps below the large window so that a scout can easily double-jump from the railings out to the roof from inside (a second way out the intel room).

Removed the medium medkits in the cave (only the large ammo and large health remain)

List of custom models

The models listed below where created by the author of this map and will be released in a special mapmaker's pack for free use to every mapper out there. But until then, the use of these custom models is exclusive to ctf_aerospace.

Bigpipe The pipe that connects the sewer/underpass to the cave area.

Blueprint Tables The intelligence room's blueprint/concept tables.

2 model versions and on both Red and Blu skins.

Blustar The Blu team's prototype airplane, with 4 different LoD and complex material.

Cave Crystal The crystal formations in the cave area. 2 Skins.

Crumpled papper The small balls of crumpled paper scattered in the intel rooms.

Fence The grey fence that can be seen especially around Blu base.

There are 4 pieces that make up for a lot of possible uses.

Blu lightpost A square lightpost for the Blu base.

Hangar Ceiling 2 models of the metal hangar ceiling, a closed one and one with an opening

(they both use the same skin).

Hangar Doors With Red and Blu skins.

Hangar supports The metal hangar roof supports.

Hangar Holder The piece that holds the hangar platforms in place by the edges and hangs

from the ceiling.

Lightstick The small lightsticks with batteries scattered around the pits in the cave.

Redbaron The Red team's prototype airplane, with 4 different LoD and complex material.

Stalagmite 2 kinds of different stalagmites to enhance the looks of the cave.

PlanesFly The animated planes flying over the map (a skybox model).

List of custom textures

The textures listed below where created by the author of this map and will be released in a special mapmaker's pack for free use to every mapper out there. But until then, the use of these custom textures is exclusive to ctf_aerospace.
(model textures not listed)

BLU avionics logo overlay

Red aerospace logo overlay

"The Sky is ours" Blu billboard

"Ruler of the Sky" Red Billboard

Red's sketch chalkboard

Blu's sketch whiteboard

Stone cave with moss blend textures (3 variations, 6 textures)

Tangling and hanging vines for the cave ceiling opening

Runway overlay

Waterfall texture of running swift water

Acknowlegements

Thanks to my family for being my safe harbor from where to set sail and pursue my goals.

Thanks to all members of the "Made in Brasil" brazillian leveldesign community, especially Minotaur0, MaMuS, Fergo, SliMZ, KpsLook and bullz. The help you guys provided with comments, suggestions and all the work you put into the forum is amazing.

Thanks to all members of TF2Maps.net, where I found most of the tutorials I needed to help me come out of noobish and have this map ready for release. I'd like to give special thanks to MangyCarface for the immense help early on with every aspect of the map, from optmization to using packrat, you helped a lot.
DJive, especially for helping me put the map for test early on. I'd like to list everyone, but we have to be selective, so I'd like to give special thanks to (in no particular order) Vander, ChronoTriggerFan, Shmitz, Snipergen, crazychicken, Dox, Immortal-D, drpepper, Youme and Nineaxis. Your comments, suggestions and overhall praise had kept me going on this project.

Thanks to all members of Mapcore, especially Minotaur0 (yea he gets double thanks!) for pointing me the way to this great community. Thanks to Freak, for not thinking the map would look good and being blown away later.

Thanks to members of the community who have given feedback on my map. A list of clans/forums where the map was tested with awesoma feedback can be found below, it's a great place to play my map and other customs!

I'd like to make a second special thanks to the folks of TF2Maps.net for organizing and hosting Gamedays to test out maps.

Finally, thanks VALVe for putting this great game out for us to play!

Clans and Forums (thanks, in no particular order, for your feedback and testing)

TF2Maps posters (in the spawnrooms) are credited to Mark 'Shmitz' Major
Venetian Blinds (in the spawnrooms) are credited to TheBladeRoden
Alpine Rockwalltexture (the Rock texture for displacements) is credited to 'JoshuaC'
Flag Return from pit of death prefab entities are credited to 'A Boojum Snark'

you can find these in the TF2Maps.net download section

All copyright in Team Fortress 2 and all original art assets included in this map are belong to Valve Corporation. Valve, Team Fortress and the Team Fortress logo are trademarks and/or registered trademarks of Valve Corporation.

Fun map, love the new models. One think I'd like to see changed is making it easier to get up onto the roof from the side walkway. As it is now you have to jump on the corrugated metal and its easy to fall off. I hate when I have to fight the map to get somewhere that should be easy. It would be nicer if you could just walk right up.

Pros: Almost everything! Well designed, highly detailed, you can actually cap the intel with 32 people playing (unlike a certain Valve map), and of course originality. And with all this present I still get good FPS!
Cons: File size, but I don't think there's a whole lot you can do about that.
Improvements: I've received several complains about the download size (even using bzip). If there's a way to reduce the file size without taking away from the detail, then do so.
Notes: Thank you for bringing this map to our community (fearedgamers.net); it has proven to be the best ctf map we've ever seen. This is looking to be the next Valve community map, so just keep up the good work and we'll keep our fingers crossed. This is the only map so far that I've been compelled to give all 10s to.

jaw drop
I just can't express in words how amazing this map looks. So i'm going to try as hard as I can to break this down...

To start off this map is very unique in many many ways.

The idea of this taking place on top of a cliff is perfect for the planes in this map.

In the first picture the planes just automatically make me want to download this map, I love the way you curved the map to fit around this mountain theme.

In the second picture, I like how you have custom blueprints for the planes. It's nice to see when every part of the map stays true to the theme, even the small things like this.

The plane models, very nicely done i must add! Once again, the difference in the plane stays true to the whole difference in Red and Blue, instead of just the same model plane colored differently.

I like these hangers that you put in, and how they merge into the airbase you put in( picture 4). The only thing I think could be improved is the space between the hanger doors and the building across from it (picture 4), or it just may be that the picture has bad depth perception, idk.

Last picture, ithe cave looks beautiful, and once again, stays true to the theme. The fact of going inside of the mountain area and having a nice view of crystal walls is really nice while you are gettign hit with a rocket.

I love this map and I can't wait for the final version to come out, if it's this cool now, just think what this will turn out to be!

The map has been updated with changes from your feedback, here is a list of them:

Removed the collision for the hangar cables holding the platforms

Added various pick-ups around the map according to the following list:
---- Large Ammo crate on the raised platform in the cave
---- Medium Ammo and Health pack on the back of each base
---- Small Ammo and Health pack in the middle of the wooden walkway in front of the cave entrance
---- Added a medium ammo pack in front of the tires outside the hangar
---- Upgraded the small ammo pack on top of the hangars to a medium one

Added playerclips to the edge of the cave pits to prevent "sliding" in the pits of death

Added playerclips to the crystal areas in the base to prevent getting stuck

Completely reworked the inside of the hangar so that it's less cluttered and confusing

Added the waterfall sounds (I removed them by accident)

Added playerclips to all stairs to prevent bumping

Added a nobuild area to the waterfall platform

Raised the stalagmites so you don't bump your head on them

Made the rocks on top of the blue hangar solid

Fixed the Red base skywalking

Tweaked the redbaron model to improve performance

Fixed the place behind the waterfall where a player could get stuck

Fixed the place by the trees where a player could get stuck

Added unbreakable glass to the last window of the side top row on the intel room

Pros: Simply outstanding! A nicely designed map with plenty of methods for attack. Plenty of areas to go and nice nooks and crannies to ambush. I'm normally not a CTF guy, but it is a great product. Bravo.
Cons: Pretty hefty file (About 120 megs). Although it is normally the price you pay for great looking maps, it sure is a load. Although it adds challenge to the map, players falling off the mountain with the intel is a pain.
Improvements: None.
Notes: It's a really great map, and I think it doesn't get any better than this. Enjoyed playing on this map with you last night. Heck, I think it's the only time I've ever played a map with the maker, so that was cool. Keep up the good work. :)